My main role on space marine was environments which consisted of prop building, dressing, decals for single and multiplayer maps. We had to work closely with designers to ensure encounters stayed true to their original design, while keeping the environments interesting.

Additionally I built vehicles and helped to setup shaders.

Desolation DLC multiplayer map.

DLC Cooperative map.

DLC Cooperative map.

Shattered Bridge multiplayer map

Since memory budgets were higher for MP maps, we decided to incoroporate some of the vehicle models into the map.

Battlements jetpack sequence leading into Ork Rok.

Leading up to the Ork Rok.

Ork Rok interior. I used rope simulation to quickly and accurately lay cables along the floor.

Moving train station interior. This presented some technical problems as we wanted to have the same section loop untill the player progressed passed a certain point. Once they hit that point, a new section would transition in and begin to loop and so on.

I built the Valkyrie model for the Valkyrie sequence as well as a modified version with interior which alowed the player to shoot out the side. Clearly this doesn't work to well with a normal valkyrie as the wing is in the way. :)

Canal region which leads in to the sewers.

Ork Rok (basically a meteor loaded with orks) coming through the ceiling and various debris.

Valkyrie vehicle model. I was involved with designing the shader setup for the vehicles. Since they were so large and the textures had to hold up if the player walked up to the vehicle we had to treat the vehicles a little more like environment objects, using a tiling diffuse to save memory. Basically it consists of a paged object space normal map, paged detail map, paged spec and tiled diffuse. For the paint chips, we used an advanced vertex blend to blend between the tiled diffuse and tiled metal.

We ended up going with object space normal maps for the vehicles. Tangent space normal maps don't work well with hard edge objects as there are problems with seams at hard edges. Object space normal maps removed that problem, but added a few others, for example they don't mirror properly. To solve this we setup the shader to invert the normal direction when a UV existed between 1 and 2. Non mirrored UV's would exist between 0 and 1.